How do i start a particle system component in UDK ? after completing my horse and other stuff i need torches
How else mate? You program it in your script. Create a ParticleSystemComponent variable, attach it to your torch mesh, define it in the script’s DefaultProperties.
var ParticleSystemComponent FX;
to create:
FX = new(self) class’ParticleSystemComponent’;
FX.SetTemplate(particle);
FX.setScale(float);
FX.bAutoActivate=bool;
to atach (from principal actor):
Mesh.AttachComponentToSocket(FX, ‘socketname’);
or
AttachComponent(FX);
you can use settranslation and setrotation on it too.
useful things:
FX.bWasDeactivated return a bool
FX.SetActive(bool);
FX.customtimedilation = float;